ppsspp/Windows/GPU/D3D11Context.cpp

147 lines
4.1 KiB
C++

#include "Common/CommonWindows.h"
#include <d3d11.h>
#include "base/logging.h"
#include "util/text/utf8.h"
#include "i18n/i18n.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "Windows/GPU/D3D11Context.h"
#include "Windows/W32Util/Misc.h"
#include "thin3d/thin3d.h"
#include "thin3d/d3d11_loader.h"
D3D11Context::D3D11Context() : draw_(nullptr), adapterId(-1), hDC(nullptr), hWnd_(nullptr), hD3D11(nullptr) {
LoadD3D11();
}
D3D11Context::~D3D11Context() {
UnloadD3D11();
}
void D3D11Context::SwapBuffers() {
draw_->HandleEvent(Draw::Event::PRESENT_REQUESTED);
// Might be a good idea.
// context_->ClearState();
//
}
void D3D11Context::SwapInterval(int interval) {
// Dummy
}
bool D3D11Context::Init(HINSTANCE hInst, HWND wnd, std::string *error_message) {
bool windowed = true;
hWnd_ = wnd;
HRESULT hr = S_OK;
UINT createDeviceFlags = 0;
#ifdef _DEBUG
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
static const D3D_DRIVER_TYPE driverTypes[] = {
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = ARRAYSIZE(driverTypes);
static const D3D_FEATURE_LEVEL featureLevels[] = {
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
UINT numFeatureLevels = ARRAYSIZE(featureLevels);
// Temporarily commenting out until we can dynamically load D3D11CreateDevice.
for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++) {
driverType_ = driverTypes[driverTypeIndex];
hr = ptr_D3D11CreateDevice(nullptr, driverType_, nullptr, createDeviceFlags, (D3D_FEATURE_LEVEL *)featureLevels, numFeatureLevels,
D3D11_SDK_VERSION, &device_, &featureLevel_, &context_);
if (hr == E_INVALIDARG) {
// DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it
hr = ptr_D3D11CreateDevice(nullptr, driverType_, nullptr, createDeviceFlags, (D3D_FEATURE_LEVEL *)&featureLevels[1], numFeatureLevels - 1,
D3D11_SDK_VERSION, &device_, &featureLevel_, &context_);
}
if (SUCCEEDED(hr))
break;
}
if (FAILED(hr))
return false;
#ifdef _DEBUG
if (SUCCEEDED(device_->QueryInterface(__uuidof(ID3D11Debug), (void**)&d3dDebug_))) {
if (SUCCEEDED(d3dDebug_->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&d3dInfoQueue_))) {
d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, true);
}
}
#endif
draw_ = Draw::T3DCreateD3D11Context(device_, context_, hWnd_);
return true;
}
void D3D11Context::Resize() {
draw_->HandleEvent(Draw::Event::LOST_BACKBUFFER);
draw_->HandleEvent(Draw::Event::RESIZED);
// This should only be called from the emu thread.
/*
int xres, yres;
GetRes(hWnd, xres, yres);
bool w_changed = pp.BackBufferWidth != xres;
bool h_changed = pp.BackBufferHeight != yres;
if (device_ && (w_changed || h_changed)) {
pp.BackBufferWidth = xres;
pp.BackBufferHeight = yres;
HRESULT hr = device_->Reset(&pp);
if (FAILED(hr)) {
ERROR_LOG_REPORT(G3D, "Unable to reset D3D device");
PanicAlert("Unable to reset D3D11 device");
}
}
*/
draw_->HandleEvent(Draw::Event::GOT_BACKBUFFER);
}
void D3D11Context::Shutdown() {
#ifdef _DEBUG
d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, false);
d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
#endif
#ifdef _DEBUG
d3dDebug_->ReportLiveDeviceObjects(D3D11_RLDO_SUMMARY | D3D11_RLDO_DETAIL);
#endif
d3dDebug_->Release();
d3dInfoQueue_->Release();
context_->ClearState();
context_->Flush();
delete draw_;
draw_ = nullptr;
context_->Release();
context_ = nullptr;
device_->Release();
device_ = nullptr;
/*
DX9::DestroyShaders();
device->EndScene();
device->Release();
d3d->Release();
UnloadD3DXDynamic();
DX9::pD3Ddevice = nullptr;
DX9::pD3DdeviceEx = nullptr;
DX9::pD3D = nullptr;
*/
hWnd_ = nullptr;
// FreeLibrary(hD3D11);
// hD3D11 = nullptr;
}